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Procedural Content Generation in Games / / by Noor Shaker, Julian Togelius, Mark J. Nelson



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Autore: Shaker Noor Visualizza persona
Titolo: Procedural Content Generation in Games / / by Noor Shaker, Julian Togelius, Mark J. Nelson Visualizza cluster
Pubblicazione: Cham : , : Springer International Publishing : , : Imprint : Springer, , 2016
Edizione: 1st ed. 2016.
Descrizione fisica: 1 online resource (XVI, 237 p. 103 illus., 57 illus. in color.)
Disciplina: 004
Soggetto topico: Artificial intelligence
Computer games—Programming
Computational intelligence
User interfaces (Computer systems)
Application software
Artificial Intelligence
Game Development
Computational Intelligence
User Interfaces and Human Computer Interaction
Computer Appl. in Arts and Humanities
Persona (resp. second.): TogeliusJulian
NelsonMark J
Nota di contenuto: Introduction -- The Search-Based Approach -- Constructive Generation Methods for Dungeons and Levels -- Fractals, Noise and Agents with Applications to Landscapes and Textures -- Grammars and L-Systems with Applications to Vegetation and Levels -- Rules and Mechanics -- Planning with Applications to Quests and Story -- ASP with Applications to Mazes and Levels -- Representations for Search-Based Methods -- The Experience-Driven Perspective -- Mixed-Initiative Approaches -- Evaluating Content Generators.
Sommario/riassunto: This book presents the most up-to-date coverage of procedural content generation (PCG) for games, specifically the procedural generation of levels, landscapes, items, rules, quests, or other types of content. Each chapter explains an algorithm type or domain, including fractal methods, grammar-based methods, search-based and evolutionary methods, constraint-based methods, and narrative, terrain, and dungeon generation. The authors are active academic researchers and game developers, and the book is appropriate for undergraduate and graduate students of courses on games and creativity; game developers who want to learn new methods for content generation; and researchers in related areas of artificial intelligence and computational intelligence.
Titolo autorizzato: Procedural Content Generation in Games  Visualizza cluster
ISBN: 3-319-42716-4
Formato: Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione: Inglese
Record Nr.: 9910255013303321
Lo trovi qui: Univ. Federico II
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Serie: Computational Synthesis and Creative Systems, . 2509-6575